Game Modeling

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  • Опубликовано: 16 июл 2024
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Комментарии • 8

  • @stevenross5342
    @stevenross5342 Год назад

    There's so much I've learned in this. Adjusting the cage object to capture larger float objects, Realizing object naming is more forgiving-that there's more than one way of naming between High Poly and it's floats (I first learned to underscore followed by numerical value), being able to ignore shading from a floating object within the naming convention, what the Weighted Normal Mod is doing and more.

  • @PaulCranford
    @PaulCranford 4 месяца назад

    A bit late to the party but I just had to give you the props you deserve man. Your videos are really great, I wish I found you earlier.
    I "finished", well rather dropped out of my 3D-Artist school just before my Bachelor-year, cause the whole thing was sadly not that well put together and on top too expensive... But it definitely taught me one thing, I absolutely love doing this and wouldn't want to do anything else in my life.
    I'm saying all this because since then I have been learning and exercising mostly through RUclips tutorials, threads, etc. (+ 1 paid online course) and am now putting together a showreel/portfolio so I can finally set a foot into the industry.
    I would have never been able to learn all this without amazing peeps like you, who share their knowledge and love for Game Art.
    So thank you !!

  • @xrcustomizing7102
    @xrcustomizing7102 7 месяцев назад

    I enjoyed watching this. I have to be honest, though. Relating to creating for UE5, you’re not giving the best information and advice by saying that with UE5 and nanite, you can just cram as many bevels and polygons everywhere you want, because ue5 can handle it.
    Nanite actually makes your performance drop. The only time it is actually useful is for scenes that have millions of polys, and they would otherwise be impossible to play under normal circumstances. The best option is by far to learn goes to make high poly detail and the use of LODs.
    You did end up showing how to create a low poly version and then baking to it. So that’s great that you did that.
    I just think that the people that don’t know or don’t want to take the effort to create low poly versions, are getting the wrong information by saying that ue5 and nanite makes it totally ok to just throw as many polygons in there as you desire.

    • @pzthree
      @pzthree  7 месяцев назад

      I didn't come up with the standard. I was working off advice from art directors who work with nanite regularly. As it relates to performance on an end production, I haven't had a chance to profile it. I've seen plenty of projects however where a common props will exceed 200k triangles with no issues.
      I've seen this argument before in other videos comment sections before. I'm curious about it. Where could I learn more about the issue?

  • @embacherjames
    @embacherjames 5 месяцев назад

    Great Video, Thanks!

  • @slightlyevil.
    @slightlyevil. Год назад

    Mmm, game modelling simply explained…As someone who has watched every sub d vid you’ve up’d, as I watch this I tell myself “you know this! PzThree has shown you more than once in a variety of ways how to sub d model, what part of all he’s shown you don’t you get when it comes to converting the knowledge to game modelling”? Answer - I’m modelling a sub d robot with shapely body parts, cogs, chains and ball joints, with not a boolean in sight because I can. I’m dreading working on the hands and feet but I know what loops, edges and flows I should use to achieve this, thanks to you.
    Converting the finished model to one engine or another, or some site that sell models should be easy, just a case of some research and practice baking, etc.
    Okay, deep breath as I attempt to push my luck! Mechanical stuff! The ball joint tut was a joy to watch and learn from. I particularly enjoy when bits don’t go as planed and I see your thought process putting things right, as that knowledge is so damn useful. Anyhow…I’d really like to see you do more mechanical type stuff. I wouldn’t expect a pocket watch :O) just stuff that would push someone upping their sub d skill set and would need in their tool box.
    Sorry I’ve ranted on, but thank you for the knowledge.

  • @ElenaBG3
    @ElenaBG3 Год назад +1

    More Blender to SP tips please

  • @madeeasy7148
    @madeeasy7148 2 месяца назад

    Im really stuck with game assets. I was hoping to model an asset pack for sale. Ive been advised i should use quads, but dome people say don't, its all a bit confusing